Warcraft 3: The Frozen Throne Walkthrough :

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Walkthrough - FAQ/Guide

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==================Warcraft 3:The Frozen Throne FAQ/Guide=================
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For PC
Written by acidslayer57(AcidSlayer1@hotmail.com) and Emuking15
Version 0.5
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* THIS FAQ CONTAINS SPOILERS! *
*What does this mean? It means if you haven't previously played TFT and *
*want to find out about the story of TFT for yourself, don't read this *
*guide, because I assure you, parts of the plot will be spoiled for you.*
*Same goes with the new heroes/units/whatever else you may want to find *
*about on your own. If you become stuck in this game, and want the least*
*amount of spoilers, I suggest you just go to the section you want to *
*check out, very quickly. *
*************************************************************************
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============================Table of Contents============================
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Section 1: Introduction/Legal Stuff/Updates
Section 2: New to The Frozen Throne
Section 3: The Warcraft 3 Basics
Section 4: Unit/Hero Overview *
4.1: Human
4.2: Orc
4.3: Night Elf
4.4: Undead
4.5: Naga
Section 5: Building/Tech Tree Overview *
5.1: Human
5.2: Orc
5.3: Night Elf
5.4: Undead
5.5: Naga
Section 6: Items *coming soon*
Section 7: Walkthrough
7.1: Night Elf Campaign - Terror of the Tides
7.1.1: Chapter 1 - The Rise of the Naga
7.1.2: Chapter 2 - Broken Isles
7.1.3: Chapter 3 - Tomb of Sargeras
7.1.4: Chapter 4 - Wrath of the Betrayer
7.1.5: Chapter 5 - Balancing the Scales
7.1.6: Chapter 6 - Shards of the Alliance
7.1.7: Chapter 7 - Ruins of Dalaran
7.1.8: Chapter 8 - The Brothers Stormrage
7.2: Human Campaign - Curse of the Blood Elves
7.2.1: Chapter 1 - Misconceptions
7.2.2: Chapter 2 - A Dark Covenant
7.2.3: Chapter 3 -
7.2.4: Chapter 4 -
7.2.5: Chapter 5 -
7.2.6: Chapter 6 -
7.2.7: Chapter 7 -
7.3: Undead Campaign -
7.3.1: Chapter 1 -
7.3.2: Chapter 2 -
7.3.3: Chapter 3 -
7.3.4: Chapter 4 -
7.3.5: Chapter 5 -
7.3.6: Chapter 6 -
7.3.7: Chapter 7 -
7.3.8: Chapter 8 -
7.4: Orc Campaign - Bonus Campaign
7.4.1: Chapter 1 -
7.4.2: Chapter 2 -
7.4.3: Chapter 3 -
7.4.4: Chapter 4 -
7.4.5: Chapter 5 -
7.4.6: Chapter 6 -
7.4.7: Chapter 7 -
Section 8: FAQ
Section 9: Credits/Outro
More information on TFT units, campaigns, and more are coming ASAP!
Having trouble navigating? Press Ctrl + F and type in the Section and #
you wish to view.
* Some statistics may be inaccurate due to new patches, ect.
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=====================Section 1: Introduction/Legal Stuff=================
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Oh man. Waiting for The Frozen Throne has been tedious but it has finally
arrived, and me and Emuking have decided to do a joined effort FAQ for
TFT. Sadly, the people I ordered it from were very very slow and I
didn't get TFT until about July 12th. Emuking also took his time in
buying it. So othis FAQ will not be the first or even second FAQ in the
list, but I hope you WC3 fanatics will take ther time to read it anyway.
If you have any questions or comments send them to AcidSlayer1@hotmail.com.
Legal Notice
This FAQ is Copyright 2003 acidslayer57/Emuking. This means that this
guide must not be distrubuted in any way without our permission. This
guide is purely non-profit and therefore cannot be sold for your benefit.
This also means you cannot take credit for any work that was put into
this FAQ. If we give you the right to put this on your site, give us
credit, and we will be happy, and so will you. Lastly, you may print this
guide out for personal use, becausee we wouldn't want you to have to
minimize TFT everytime you must resort to this now would we?
Updates
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July 28, 2003
-------------
Version 0.5
This Version has finished the Night Elf Campaign and officially finished
the units for Orc, Night Elf, anf The Naga. That is really not too much
progress. Soon I will add the rest of the races.
July 18, 2003
-------------
Version 0.3
The only thing this update does is add one new Night Elf mission. Really,
I only updated because I got a new email adsress that I am going to use
just for FAQs. I didn't want the old one being sent to.
July 17, 2003
-------------
Version 0.2
The Night Elf campaign was updated in this version and I added the Naga
buildings and units into the guide. We're soon to add a massive update
that will include the Undead and Human Units and structures as well. It
is gonna feel very nice to be completely finished with that part and then
focus on the actual walktrough part.
July 14th, 2003
---------------
Version 0.1
This is the base version for the entire FAQ. It includes all of the basic
stuff, intro, obviously the updates, the New to TFT section, the unit and
building descriptions for Orc and Night Elf, and the first three levels
of the Human campaign. The rest of the unit comparisions and some of thier
stats will be coming soon in a future update. More levels will also be
added ASAP. Who knows? Later we might add some multiplayer strategies
for specific races and maybe a big and happy starting build section.
*************************************************************************
Warcraft 3 Terminology
----------------------
This section wil guide you thorugh a list of abbreiviations that I may
use throughout this guide in order to make it easier to follow (and easier
to type as well) These abbreiviations will mosst likely be seen on Battle.
net commonly, so you waon't have to worry if you are there often.
TFT - The Frozen Throne
RoC - Reign of Chaos
GL - This means "Good Luck" ussually seen before the match starts.
HF - Similarly seen before the match starts. It means "Have fun."
GG - Means "Good Game" It is sain if in fact the match was a good game.
More often then not you will see this. In fact, it is often used
pre-maturely when the game may not be a clear win.
PoTM - Preistess of the Moon
KotG - Keeper of the Grove
DotC - Druid of the Claw
DotT - Druid of the Talon.
AOW - Ancient of War.
Any other Night elf thing that has a long annoying name will most likely
be abbreiviated.
Pally - Paladin
There are many Hero abbreiviations as well such as:
MK - Mountain King
AM - Archmage
TC - Tauren Chieftan
This is ongoing. I will say the hero names without abbreiviations though
because it can get confusing.
I will add more as we need them.
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====================Section 2: New to The Frozen Throne==================
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In The Frozen Throne, Blizzard is going all out on new units, heros,
items, and everything. In fact they have constructed an entirely knew
game with TFT. Here I will list some different things that are different
from ROC to TFT. I will try to dispel some common rumors too.
-Every race has new units and buildings.
-Every race has a buildable shop where they can buy useful items.
-Every race has one new hero.
-There are now neutral heros that can be bought at different nuetral
buildings.
-Reduced gold cost and raised lumber cost for almost everything.
-NO UPKEEP:0-50.
-LOW UPKEPP:51-80.
-HIGH UPKEEP: 81-100.
-New campaigns for every race.
-Naga Units.
-Many units have new armor types.
-Much More!
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====================Section 3: The Warcraft 3 Basics=====================
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To play Warcraft 3, it does take some degree of knowledge for what you
are doing. You will learn what I am going to be telling you in this
sectoin from the tutorial campaign in the original WC3. I know you all
have it because it is required to install TFT. Lets go over some basics
shall we?
Unit Control
------------
To use a unit you will need to left click on it. By doing
so you will see the unit's HP,MP, a little graphic of what it looks like,
and the spells/abilities the unit has. To move the unit right click where
you want the unit to move. You must select it before you can move it.
To attack with a unit, it is as simple as right clicking on the enemy
units. In order to use special skills and abilities click on the icon of
the spell you want to use and left click in the place you want it used.
Hero Control
------------
Heros move and attack in the same fashion as units do, but with one
difference, they can level up and you can choose the Hero's skills. When
your hero level's up they flash very brightly for a second. and you will
see a little 1 near the picture of your hero. This means they have one
skill you can assign. TO assigan a skill, click on a hero and look to the
lower right corner on the screen. There is a box that is a red cross like
a medical sign. Click on that and then you can choose which spell to spend
points in. Easy. Heros also have additional stats such as Strength, Agility,
and Intelligence.
Building a Base
---------------
To build a base, click on your basic worker unit. (Peasents/Peons/Wisps/
Acolytes.) and look to the lower right box. in the ower left in that lower
right box you will see an icon that, if you hover your mouse over for a
scond or two says: construct building, or something to that effect.
Click on that then choose the building you want to construct. A translucent
image of the build will be where your mouse is, and you can place it on the
map wherever you want. Again, easy.
Resources
---------
As in every RTS, you must collect resources to keep your base running
and for you to build units. Gold is found in goldmines and wood is taken
from trees. Always assign 5 of your workers to gold and lumber. Anymore
won't make a difference. For lumber I suggest ou put at least five workers
more will get you additional lumber though.
Supply
------
Supply is a buildable resource meaning that you have direct control over
how much supply you have. Eash unit has a supply cost. and your main
building gives you 10 supply to work with. to get more supply you need
to build your supply building (farms/ziggurats/burrows/moon wells)
The supplys for your units can never go over your total supplys unless
some supply buildings were damaged. YOu can get a maximum at 100 supply.
76/80
Left = Number of supply you are using.
Right = Total Supply.
Upkeep
------
Upkeep is a tax on gold for how many unit you have based upon your supply.
Here is how it works:
No Upkeep (10 Gold per return) - 0-50 used supply
Low Upkeep (7 Gold per return) - 51-80 used supply
High Upkeep (4 Gold per return) - 81-100 used supply
These basic ideas about Warcraft 3 should give you a firm grasp of what to
expect when you play it. It is helpful to know this stuff before you play.
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=======================Section 4: Unit/Hero Overview=====================
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Before we begin, please note that all HEROS will be presented in this easy
format:
Name of Hero
------------
Cost:
Strength:
Agility:
Intelligence:
Attack Damage: (Type of Attack)
Armor:(Type of Armor)
Paragraphs with additional notes/tips and spells.
-
UNITS will be presented like this:
Name of Unit
------------
HP:
MP:
Cost:
Attack Damage: (Type of Attack)
Armor:(Type of Armor)
Prerequisites:
Paragraph with additional notes/tips and spells.
-----------------------------= 4.1 Human=--------------------------------
***This Section is soon to be completed***
------------------------------= 4.2 Orc=---------------------------------
_________
|Orc Heros|
---------
Blademaster
-----------
Cost: Gold-425 Wood-200 Supply-5
Strength: 18
Agility: 24
Intelligence: 16
Attack Damage: 26-48(Hero)
Armor:5 (Hero)
The Blasemaster relies on agility and strength for his power, which
is good because he is one of the most powerful heros when leveled up
fully.
Wind Walk
This spell allows the Blademaster to go invisible and have an increased
movement speed. This spell has very limited uses because, as you can
imagine, it is only good for getting away. This is however quite helpful
in the limited ways you can use it. It is great to harrass the enemy and
then wind walk to get out of their base. Also, because of the increase
in speed, it is useful for catching up to any units that you think you
can take down.
Mirror Image
This spell has the Blademaster split up into 2/3/4(depending on the level)
images of himself that do no damage, but look exactly the same as
the original thing. This increases the longevity that the BM will be
living because chances are that the enemy will go for one of the
mirrored images. These can also be used as an effective scout.
Critical Hit
Critical hit gives the Bladmaster a chance that he will do a massive
attack that does lots of damage with every swing. You shouldn't
rely on this due to it's random nature, but it does give you the edge
in battles. Especcially when fully leveled up.
Blade Storm
The Blademaster will swing in circles with his sword out doing
damage to everybody in his wake. Get this skill ASAP because it is very
useful in tough battles and will absolutely go through casters and tier
1 melee units.
Tauren Cheiftan
---------------
Cost: Gold-425 Wood-200 Supply-5
Strength: 25
Agility: 10
Intelligence: 14
Attack Damage: 27-37 (Hero)
Armor: 2 (Hero)
The Tauren Cheiftan has the highest HP in the game, and is immense and
powerful.
Shockwave
Shockwave is a powerful projectile spell that unleashes a large
shockwave over the target. It is powerful and hurts any units in the way
whether they are behind or in front of the target.
War Stomp
Warstop is a similar spell to the Mountain King's counter-part. It releases
a wave of energy around the Tauren Chieftain in a circular pattern. Any
enemy unit caught in the wave will be hurt. This is very effective on groups
of units surrounding the Tauren Chieftan.
Endurance Aura
Endurance Aura makes anything around the Tauren Chieftan get a small speed
boost depending on the level of the spell, the higher the bosst will be.
Reincarnation
This simple ultimate is passive and allows the Chieftan to be revived upon
being killed by the enemy.
Far Seer
-------
Cost: Gold-425 Wood-200 Supply-5
Strength: 15
Agility: 18
Intelligence: 19
Attack Damage: 21-27 (Hero)
Armor: 3 (Hero)
The Far Seer has a range of very very useful attacks and relies on intelligence
to fuel it's power.
Chain Lightening
This spell has the Far Seer shoot lightening that rebounds off to other enemies
in a
chain-like fashion. It's damage increases and it bounces additional times when
the
spell levels. The spell is very powerful and should be used whenever the enemym
has
many weak units in a row and to finish off weakened heros.
Far Sight
This Scouting ability reveals a portion of the map and cn be used as a valuable
scouting tool, but with Feral Spirit and Chain lighteneing on your side, it is
hard to
find a good time to put a skill point into this.
Feral Spirit
This summons two wolves to help attack the enemy/scout for you. These are
summons and
will fall to most dispel type attacks so be careful. Also you can ONLY summon
two of
these at a time.
Earthquake
As the Far Seer's ultimate spell, this thing can do massive damage to
buildings, but
only slows down units to a crawl, which can still be useful in certain
situations. I
advise that you use this on enemy towers/expansions.
Shadow Hunter
-------------
Cost: Gold-425 Wood-200 Supply-5
Strength: 15
Agility: 20
Intelligence: 17
Attack Damage: 22-28 (Hero)
Armor: 3 (Hero)
Healing Wave
This spell is chain lightening that go to friendly units and heals them up
depending on the level of the spell. This is very very useful because Orcs
don't ussually have
great healing early in the game.
Hex
Hex is a hero version of polymorph. It turns any traget into a random critter.
Serpant Ward
This creates a ward that looks like a snake. It stays in place and attacks
ground
units.
Big Bad Voodoo
This makes every unit surrounding the Shadow Hunter turn Invincible.
Unfortunately,
the Shadow Hunter is not invincible during this time, so he will be the enemy's
prime
target for awhile.
_________
|Orc Units|
---------
Peon
----
HP: 250
MP: N/A
Cost:Gold-75; Supply-1
Attack Damage: 7-8 (Normal)
Armor: 0 (Medium)
Prerequisites: Great Hall
You know exactly what the peon does. He builds every building you will ever
have with
Orcs. He also has the ability to repair buildings and go into burrows if your
base is
under attack.
Grunt
-----
HP: 700
MP: N/A
Cost:Gold-200; Supply-3
Attack Damage: 18-21 (Normal)
Armor: 1 (Heavy)
Prerequisites:Great Hall; Barracks
Grunts are the Orc's basic units and they have a ton of HP and a powerful
attack.
These two factors make sure that the grunt is still useful in the mid and late
stages
of the game. If you are not using Taurens for melee, use these because raiders
tend to
be bad against units, plus the have less HP.
Troll Headhunter
----------------
HP: 350
MP: N/A
Cost:Gold-135 Wood-20; Supply-2
Attack Damage: 23-27 (Piercing)
Armor: 0 (Medium)
Prerequisites: Great Hall; Barracks
Troll headhunters are overlooked, but very useful in the early game. They have
power
but low HP, and since they are ranged should be put behind your melee units so
they
are safe. The extra damage can undoubtably work to your advantage.
Troll Beserker
--------------
HP: 450
MP: N/A
Cost: Gold-135 Wood-20; Supply-2
Attack Damage:23-27 (Piercing)
Armor: 0 (Medium)
Prerequisites:
Beserk
The Troll Beserker takes more damage, but deals out more damage as well.
Raider
------
HP: 610
MP: N/A
Cost:Gold-180 Wood-40 Supply-3
Attack Damage: 23-27 (Siege)
Armor: 1 (Medium)
Prerequisites: Stronghold; Beastiary
Radiers, I'm afraid are sup par units. They are made to be base seige units,
but don't
have the required HP to take the damage. Also, they are ONLY good for base
seige
because they do next to nothing to normal units.
Ensnare
This is very similar to the Spider's Web ability. It takes down an air unit and
puts
it on the ground so your normal units can take swings at it.
Kodo Beast
----------
HP: 1000
MP: N/A
Cost:Gold-125 Wood-60; Supply-4
Attack Damage: 16-20 (Piercing)
Armor: 1 (Unarmored)
Prerequisites: Stronghold; Beastiary
Kodo Beasts are useless with the exception of building one or two per match.
This is
because of their very useful aura, War Drums.
War Drums
War Drums increases every unit's attack around the Kodo Beast by 10%, upgraded
20%.
This works very well if Endurance aura and Bloodlust are also used.
Devour
This has the Kodo Beast eat a unit and slowly digest it is his body. If the
beast is
killed before the unit is fully gone, then they will come back. It can
effectivly take
out some of the ememies more effective units. It doesn't work on heros.
Shaman
------
HP: 355
MP: 200
Cost:Gold-130 Wood-20; Supply-2
Attack Damage: 8-9 (Magic)
Armor: 0 (Unarmored)
Prerequisites: Stronghold; Spirit Lodge
Shamens are great Orc casters that give buffs to your units.
Lightening Shield
After using this spell on a target, any units near the target will be hurt
slowly, so
I suggest you use this on enemy casters and ranged units. It can also be used
on your own units. You can cast it on a hero and harass if you wanted.
Purge
Simply, this takes away any buff/debuffs to the enemy and friendlys and makes
the
effected units considerably slower then they were. A downside is that they are
not
autcasted and your units also become slower.
Bloodlust
This is the main spell you are going to want to use with shamans. It increases
any
units affected attack speed by 50% and makes them quicker in general. This is a
must
have for any Orc players.
Troll Witchdoctor
-----------------
HP: 315
MP: 160
Cost:Gold-145 Wood-25; Supply-2
Attack Damage: 10-14 (Magic)
Armor: 0 (Unarmored)
Prerequisites: Stronghold; Spirit Lodge
Troll Witchdoctors are very very useful units that are mainly defensive.
Sentry Ward
Lay this ward down aywhere on the map and for 600 seconds you will see that
area in
which you casted. This spell is useful at the beginning because of scouting,
but soon
is rendered useless due to Stasis Traps.
Stasis Traps
This makes any units that stumble upon it stunned for a short amount of time.
It is
extremely useful in a myriad of situations. It can be used in place of sentry
wards
for a stunning sentry and you should always place these around the enemy when
you
fight a major battle.
Healing Wards
Healing wards regenerate HP of all units in an area of effect. This is useful
in and
out of battle for obvious reasons. I suggest you use these like the stasis
traps.
Often in battle.
Wyvern Rider
------------
HP: 600
MP: N/A
Cost:Gold-265 Wood-40; Supply-4
Attack Damage: 36-44 (Piercing)
Armor: 0 (Light)
Prerequisites: Stronghold; Beastiary
Wyverns are an Orc air unit that is sub-par compared to all of the others. If
you are
going to build them build a lot of them. They can be usefull if built in small
numbers
for support as well, but if you are plainning Orc air, make sure your opponent
doesn't
know. If he does he will most likely decimate you.
Batrider
--------
HP: 500
MP: N/A
Cost: Gold-160 Wood-40; Supply-2
Attack Damage:11-12 (Seige)
Armor: 0 (Light)
Prerequisites: Beastiary; Voodoo Lounge
Unstable Concoction
This spell makes the batrider sacrifice itself by flying into the target and
blowing
up. It does 900 splash damage.
Liquid Fire
Throws a bottle of fire that only effects buildings and slowly destroys them.
Tauren Spirit Walker
--------------------
HP:500
MP:300
Cost: Gold- 185 Wood-35; Supply-3
Attack Damage: N/A
Armor: 0 (Unarmored)
Prerequisites: Spirit Lodge
Spirit Link
When units are linked with this spell they distribute the damage given to them
equally. This allows them to last longer.
Disenchant
Removes all buffs form target units
Ancestral Spirit
Reincarnates a Tauren warrior who has fallen.
Corperal/Etheral Form
Etheral allows you to not take physical damage, but you cannot attack. Corperal
form
is normal form.
Tauren
------
HP: 1300
MP: N/A
Cost:Gold-280 Wood-80; Supply-5
Attack Damage: 30-36 (Normal)
Armor: 3 (Heavy)
Prerequisites: Fortress; Tauren Totem
The Orc's strongest normal unit, as well as the strongest in the game. It has a
lot of
Hp especially with healing wards. An effedctive strategy is to use these in
conjunction with shaman, kodo beast, and tauren chieftain. This makes many
spells and
Auras stack to give you a powerful and fast offensive advantage.
Demolisher
----------
HP: 425
MP: N/A
Cost:Gold-220 Wood-50; Supply-4
Attack Damage: 76-94 (Siege)
Armor: 2 (Heavy)
Prerequisites: Fortress; Barracks
Catapults are Orc's seige weapon and can be upgraded to have flaming
projectiles,
which gives them a little boost, but I would in general steer clear.
-----------------------------= 4.3 Night Elf=-----------------------------
_______________
|Night Elf Heros|
---------------
Demon Hunter
------------
Cost: Gold-425 Wood-100 Supply-5
Strength: 19
Agility: 22
Intelligence:16
Attack: 24-46 (Hero)
Armor: 5 (Hero)
The Demon Hunter is a very good choice for a starting Night Elf Hero.
Although the Demon Hunter is weak at the begginning of the game, if you
raise his level a few times you will find the Demon Hunter to be a
powerful force, and a great asset to your army. He is an agility based
hero whose spells are useful for solo creeping.
Mana Burn
This spell takes away 100/200/300 MP away from the enemy and
cuts that in half as the total damage you do to your opponent. This
is useful in a very significant way. To stop your opponent from casting
spells and to harm them a little bit. nstead of going for evade and
immolation first, why not try this? It can stop harassment with no
problem.
Immolation
This spell is either turned on or off and does 10/15/20 damage to enemies
around the Demon Hunter. Obviously this is very good for solo creeping.
It also makes the Demon Hunter a valuable melee fighter. If you are going
to mana burn, do that first before you use immolation as not to waste you mana.
Evasion
This spell gives a chance (10%/20%/30%) that the Demon Hunter will evade
the attack that is brought onto it. This can be useful, but not
recommended as a first skill.
Metamorhposis
This ultimate spell is one of the best ultimates you can have. It makes
the Demon Hunter go into Demon form and makes the Demon have chaos
damage and a ranged attack. You also get a HP and armor boost as well.
This spell can waste tons of guys before it rus out.
Priestess of The Moon
---------------------
Cost: Gold-425 Wood-100 Supply-5
Strength:18
Agility:19
Intelligence:15
Attack:
Armor:
Instead of the Demon Hunter, you might want to give the Preistess of the
Moon a try for the first hero. She has very sueful early spells and stays
quite useful because of Starfall and her very goood aura.
Scout
This spell allows the Priestess to summon an invinciple owl with no
attack that is a very good scout. Obviusly you should use this for
scouting only. It is realy only useful early game because it doesn't have
it's same usefulness later in the game.
Searing Arrow
This spell offers a powerful ranged attack for the Priestess. It adds
fire damage that goes up in tens per level. This boost in attack is
essential and makes the Preistess a very powerful unit.
Trueshot Sura
This is another reason that the Priestess of the Moon is such a
worthwhile hero. She has this aura that increases the power of all ranged
attackers around her. This is very, very useful and will make the PoTM
a great team hero.
Starfall
The PoTM's ultimate is without a doubt a powerful spell that has a good
time to be used and a bad time. When this powerful spell is active, it
has many stars fall from the sky on all surrounding units. However people
will try to interrupt this spell however they can when it is on. So if
you mana burn anything with stunning spells and use this then it is great
because they will have no way to stop it except for actually killing
the PoTM. If this spell is interrupted it is wasteful.
Keeper of The Grove
-------------------
Cost: Gold-425 Wood-100 Supply-5
Strength: 16
Agility: 15
Intelligence: 18
Attack:
Armor:
The Keeper of the Grove is a great harrassment hero, but loses his
effectiveness somewhat, later in the game. His skills sound solid, but
are really not as great as you expect them to be.
Entangling Roots
This causes vines rise from the ground and keep the target unit in it's
place while causeing a moderate amount of damage. This skill is very
useful for hero kiling, but can only target one unit and therfore is very
limited in use. Another fact is that it is dispellable and doesn't work
as well in later game.
Force of Nature
Target a group of nearby trees to cause a group of 2/3/4 Treants to rise
from them. The Treants are melee units and are in general weak. luckily
the 4 of them you get at later levels will be worht it. Sadly, like all
summonable units, these can be dispelled.
Thorns Aura
Thorns if an aura, which means it affects unit's surrounding your hero.
The aura makes any melee attackers get damage back from their attack's
The amount of damage is insignificant and ony useful if leveled all the
way.
Tranquility
The Keeper of the Grove's ultimate spell is very powerful. It makes the
Keeper of the Grove worth it in the long run. Upon use of this spell,
the Keeper of the Grove will Heal 20 HP per second to all surrounding
units for quite awhile. This makes it very very hard to hurt any of the
NE's force aorund the Keeper. The only downside to this spell is that it
is easily interrupted with stun, sleep ect.
The Priestess of the Moon has Shadowmeld
Warden
------
Cost: Gold-425 Wood-100 Supply-5
Strength: 18
Agility: 20
Intelligence: 15
Attack: 22-42
Armor:
Fan of Knives
This allows the Warden to throw knives in a circular pattern around her.
Blink
This spell is a small telepoertaion device that allows the Warden to get over
small
Ledges/Rivers and you can use it to escape battle.
Shadow Strike
Throws a poinoned dagger at the enemy and makes them get posioned.
Vengence
Summons an avatar of Vengence when the Warden dies to hunt down and kill the
unit that
killed the Warden.
The Warden has the ability to Shadowmeld.
_______________
|Night Elf Units|
---------------
Wisp
----
HP:120
MP:N/A
Cost:Gold-60; Supply-1
Attack Damage: N/A
Armor: 0 (Medium)
Prerequisites: Tree of Life
The wisp is the builidng unit of the Night Elf's. It can then build all
of the structures you will need as Night Elfs. On top of being able to
build structures it can also detonate. Detonate allows the Wisp to take
away mana from the Hero/Units it has detonated upon. This is a great
counter againt hero rushes and casters. Wisps can be only be put into
an entangled gold mine and can ony harvest wood by going onto the tree
without knocking it down. One last thing to note about Wisps is that they
can restore buildings which is essentially the same thing as replaring a
building.
Archer
------
HP:240
MP:N/A
Cost: Gold-130 Wood-10; Supply-2
Attack Damage: 16-18 (Piercing)
Armor:0 (Medium)
Prerequisites: Ancient of War
Archers are the first unit you have access to building and they are very
good units if used correctly. Archers have a ranged piercing attack so use
these if you think that the opponent are going to get a lot of tier three
melee units. Keep in mind that these units are also good anti air units
that can remain useful pretty much throughout the whole game.
Archers have Shadowmeld
Huntress
--------
HP:600
MP:N/A
Cost:Gold-195 Wood-20; Supply-3
Attack Damage:16-18 (Normal)
Armor:2 (Unarmored)
Prerequisites: Barracks; Hunter's Hall
Huntresses are powerful units with a significant amount of HP. Use these
as meatshield for other units. Some people find it useful to mass these
things. These units are ranged attackers that do normal damage. Also
they have owl sentrys that are very useful for scouting out the map.
Their upgrades are essential if you are going to have them.
Huntresses have Shadowmeld
Dryads
------
HP:435
MP:200
Cost:Gold-145 Wood-60; Supply-3
Attack Damage:16-18 (Piercing)
Armor: 0 (Unarmored)
Prerequisites: Ancient of Lore
Dryads are a very useful unit. They are ranged attackers that do not do very
much damage, but make up for it with their skills: Dryads are hard to
counter due to their immunity to magic, air units will be destroyed when
faced against an army of dryads and slow poison serves as a valuable hero
killer. Mix this in with Abolish magic and you have one great unit.
Abolish Magic
This is similar to the Priest's Dispel. It takes away any buffs/ statis of
the unit it is casted on. The difference between dipel and abolish is that
abolish only focused on one unit, but is autocasted, while dispel is AOE,
but not autocasted.
Magic Immunity
This is a passive spell that is both bad and good for the Dryads. An example
of bad is that you cannot cast buffs on the dryads. Good would be that dyrads
cannot be Blizzarded. Any spell we do nothing to Dryads.
Slow Poison
This passive skill slows any enemies that are hit with the Dryad's weapon
as well as adding small poison damage to them for a little while.
Druid of the Claw
-----------------
HP:430
MP:400
Cost:Gold-255 Wood-80; Supply-4
Attack Damage: 19-22(Normal)
Armor: 1 (Heavy)
Prerequisites:Ancient of Lore
Druid of the Claw(DoTC) are yet another very valuable unit to the Night
Elfs. This is mainly due to the fact that they are one of NE's only
Melee units (with the Matser training upgrade) There skills are:
Roar
Roar makes every unit around the DoTC who casted it to gain an increase
in power for a limited time. This skill is great when using any type
of unit. so you should utilize it whenever possible.
Revitilize
This spell heals a single unit very quickly. The spell is great and
should be used whenever someone is in need of HP.
Bear Form
Bear Form transforms the DoTC into a bear and gives him increased armor and HP
stats.
Bear Form
---------
HP: 960
MP: 400
Cost: Gold-225 Wood-80 (Pluse Upgrade Costs); Supply - 4
Attack Damage: 29-44 (Normal)
Armor: 3 (Heavy)
Prerequisites: Ancient of Lore
Roar
Roar makes every unit around the DoTC who casted it to gain an increase
in power for a limited time. This skill is great when using any type
of unit. so you should utilize it whenever possible. This can only
be used by the Bear when the upgrade Mark of the Claw is upgraded.
Mountian Giant
--------------
HP:1600
MP:N/A
Cost: Gold-425 Wod-100; Supply-7
Attack Damage
Armor: 4
Prerequisites: Ancient of Lore
Taunt
This makes every unit near the Mountain Giant focus fire onto him. this is
useful
because his high HP and armor could make the enemy take awhile to kill him and
other units can be doing damage to others.
Grab Tree
The Mountain Giant grabs a tree and uses it battering ram staly on buildings.
He
becomes a seige unit.
Hardened Skin
Reduces Physical Damage done to the Mountain Gint.
Resistant Skin
Reduces Magical damage done to the Mountain Giant and make shim immune to
cetain
spells.
Druid of the Talon
------------------
HP: 300
MP: 200
Cost: Gold-135 Wood-20; Supply-2
Attack Damage: 11-13 (Magic)
Armor: 0 (Unarmored)
Prerequisites: Ancient of Wind
Druid of the Talon, The offensive spellcasters, offer two brutal spells
and another trandofrmation.
Fairie Fire
This spell subtracts 5 armor from the unit it is casted upon. This means
that the enemies armor will read 2-5. In this case the enemy will take
extra damage(an extra 3 because of 2-5). This spell also reveals the
shroud around the effected enemies, making this a valuable scouting tool.
Cyclone
This is a bit like stasis field from Starcraft, it takes one unit/hero
and puts them atop of a cyclone and that renders them useless for about
thirty seconds. After that time the unit will fll down from the cyclone
and you will easily be able to kill a few units, right? On heros this
spell only lasts ten seconds.
Storm Crow Form
This allows the DoTT to transform into a storm crow, which is a valuable
anti-air unit. IT can also be used as a good scout.
Storm Crow
----------
HP: 380
MP: 400
Cost: Gold-135 Wood-20 (Plus the Upgrade costs); Supply-2
Attack Damage: 35-41 (Magic)
Armor: 0 (unarmored)
Prerequisites: Ancient of Wind
Fairie Fire
This spell subtracts 5 armor from the unit it is casted upon. This means
that the enemies armor will read 2-5. In this case the enemy will take
extra damage(an extra 3 because of 2-5). This spell also reveals the
shroud around the effected enemies, making this a valuable scouting tool.
This can also only be used by the Storm Crow when the upgrade
Mark of the Talon is researched.
Hippogryph
----------
HP: 525
MP: N/A
Cost:Gold-160 Wood-20; Supply-2
Attack Damage: 50-75 (Normal)
Armor: 0 (Unarmored)
Prerequisites: Ancient of Wind
Hippogryphs are not too useful of a unit. They can only attack air, but
do lots of damage too. Although they may be a great anti-air unit, I
don't use them nuch at all.
Faerie Dragon
-------------
HP: 450
MP: 200
Cost: Gold-155 Wood-25; Supply-2
Attack Damage: 13-14 (Piercing)
Armor: 0 (Light)
Phase Shift
This Makes the Faerie Dragon shift out of existance whenever it takes
damage. This is only for a few seconds.
Mana Flare
This Spell makes the Faerie Dragon curl into a ball and release coem sort
of spell that makes any magic casters harmed whenever they cast a spell.
Spell Immunity
Makes the Faerie Dragon immune to magical attacks and spells.
Hippogryph Rider
----------------
HP:765
MP:N/A
Cost:Gold-340 Wood-20; Supply-4 (The cost of an archer and Hippogryph)
Attack Damage:19-22 (Piercing)
Armor:0(Heavy)
Prerequisites: Ancient of Wind; Barracks
Hippogryph Riders are expensive air units that can attack both, air and
ground units. They are weaker then most other air units and are not very
efficent, therfore I wouldn't recommending building these en masse.
Chimaera
--------
HP: 1000
MP: N/A
Cost: Gold-330 Wood-70; Supply-5
Attack Damage:67-83 (Magic)
Armor: 2 (Heavy)
Prerequisites: Chimaera Roost
Chimaeras are excellent units that are probably the most feared in the
game. It is understandable why they are feared. Although they can only
attack ground units, they do so much damage that they can destroy tier
melee and casters. The only hope you have of kiling these off is if you
go with ranged units. The amount of HP they have is also respectable, and
therfore they are very good in base assualts, and just to have in
general.
Glaive Thrower
--------------
HP: 300
MP: N/A
Cost: Gold-210 Wood-65; Supply-4
Attack Damage: 39-50 (Seige)
Armor: 2 (Heavy)
Prerequisites: Barracks; Tree of Eternity
Glaive Throwers are the siege unit, and a very good one at that. With the
upgrade
they can do do damage to buildings and units directly behind the one
being shot. I would, ony use these on a base assualt or if your opponent is
turtling.
-----------------------------= 4.4 Undead=-------------------------------
------------------------------= 4.5 Naga=--------------------------------
Mer'gul Slave
-------------
HP: 250
MP: N/A
Cost: Gold- 75; Supply-1
Attack Damage 7-8 (Normal)
Armor: 0 (unarmored)
Perequisites: Temple of Tides
This is the building units of Naga units. It is essential for your survival
and as usual, is the weakest unit in your Naga arsenal. They can mine both,
gold and lumber and are pretty cool looking too. Poor slaves. They have the
ability to repair damaged buildings and thats pretty much it.
Mer'gul Reaver
--------------
HP: 400
MP: N/A
Cost: Gold-120; Supply-2
Attack: 21-33
Armor: 6 (Heavy)
Perequisites: Temple of Tides
Reavers are the weak basic units of the Naga. They only take 2 supply, but
the small amount of life is just not worth the build except to scout or
soething. Your better off with Myrmadons anyways. They are melee units,
By the way.
Naga Mrymidon
-------------
HP: 1080
MP: N/A
Cost: Gold-225 Wood-55; Supply-4
Attack: 36-60 (Normal)
Armor: 8 (Heavy)
Perequisites: Spawning Grounds
These are gigantic tanks of the Naga's army. They have a load of HP and
armor. and with ensnare they can become partially effectve against air
units as well. Really though, there is not much to say about them.
Ensnare
Use this against air units to take them to the ground. It is non dispellable,
so you shouls find a lot of use to it. Also, it comes in handy against magic
immune air because Sirens are magic only.
Dragon Turtle
-------------
HP: 750
MP: N/A
Cost: Gold-320 Wood-65; Supply-5
Attack: 26-38 (Piercing); 66-134 (Seige)
Armor:
Perequisites: Spawning Grounds
Dragon turtles should be build sparingly. They take up five supply
and that is not too good. Being capable seige units, they can be great,
but it is ussually not worth the expense. Use their abilities wisely.
Devour
Eats a land unit and digests it overtime in his stomache. Do not have
the Dragon Turtle killed during this or the digesting unit will return.
Use this on the tier three melee to soften them up.
Spiked Shell
Although I'm not exactly sure what this does, I believe it is like thorns
and makes some damage go to the enemy.
Hardened Skin
Makes the Dragon Turtle more resistant to physical attacks.
Snap Dragon
-----------
HP: 500
MP: N/A
Cost: Gold-200 Wood-25; Supply-3
Attack: 28-44 (Piercing)
Armor: 6 (Medium)
Perequisites: Spawning Grounds
The Snap Drgon is effective anti-air for the Naga Forces. It doesn't have
much HP, so keep it in the back. It's poisonous attack helps as well.
Naga Siren
----------
HP: 400
MP: 430
Cost: Gold-130 Wood-20; Supply-2
Attack: 9-12 (Magic)
Armor: 0 (Unarmored)
Perequisites: Temple of Azshara
Naga Sirens are units you will want to build because of their great spells
They also have a magical attack that does almost nothing, so keep them at
the rear.
Parasite
This is casted on enemy units and makes it so when they die, Naga
Parasites explose out of the unit and continue to attack the enemy. This
is a cool ability and should generally be use as much as possible.
Frost Armor
This spell is highly useful not only for the +3 armor boost, but also
because anyone who attacks any of your units with this spell on them
will become slower due to the cold. Autcast this after a few parasites.
Cyclone
This is the spell for taking out those large heavy units to kill for later.
Use this when the battle starts to important units then after most of the
fighting dies down, kick the crap out of these cycloned units. Works to catch
upoo to heros and surround them too.
-------------------------------------------------------------------------
==================Section 5: Building/Tech Tree Overview================
-------------------------------------------------------------------------
-----------------------------= 5.1 Human=--------------------------------
------------------------------= 5.2 Orc=---------------------------------
The Orcish Tech Tree:
---------------------
Orc Burrow Great Hall Barracks
|
Alter of Storms Voodoo Lounge |
| |
| |
| _____|____ War Mill------|
| |Upgrade to| | |
| -----|---- V |
| | Watch Tower |
| V |
| Stronghold |
| / | \ |
| / | \ |
| / | \ |
| Arcane Santum _____|____ \ |
| |Upgrade to| \ |
| -----|---- Beastiary |
| | |
| V |
|----------------------->Fortress |
\ |
\ |
Tauren Totem